8919cd5f54
GLSL is always required nowadays on GL compositor. REVIEW: 118642
296 lines
8 KiB
C++
296 lines
8 KiB
C++
/*
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* Copyright © 2010 Fredrik Höglund <fredrik@kde.org>
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*
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* This program is free software; you can redistribute it and/or modify
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* it under the terms of the GNU General Public License as published by
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* the Free Software Foundation; either version 2 of the License, or
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* (at your option) any later version.
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*
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* This program is distributed in the hope that it will be useful,
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* but WITHOUT ANY WARRANTY; without even the implied warranty of
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* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU
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* General Public License for more details.
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*
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* You should have received a copy of the GNU General Public License
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* along with this program; see the file COPYING. if not, write to
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* the Free Software Foundation, Inc., 51 Franklin Street, Fifth Floor,
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* Boston, MA 02110-1301, USA.
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*/
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#include "blurshader.h"
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#include <kwineffects.h>
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#include <kwinglplatform.h>
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#include <QByteArray>
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#include <QMatrix4x4>
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#include <QTextStream>
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#include <QVector2D>
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#include <cmath>
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using namespace KWin;
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BlurShader::BlurShader()
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: mRadius(0), mValid(false)
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{
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}
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BlurShader::~BlurShader()
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{
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}
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BlurShader *BlurShader::create()
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{
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return new GLSLBlurShader();
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}
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void BlurShader::setRadius(int radius)
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{
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const int r = qMax(radius, 2);
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if (mRadius != r) {
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mRadius = r;
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reset();
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init();
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}
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}
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void BlurShader::setDirection(Qt::Orientation direction)
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{
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mDirection = direction;
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}
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float BlurShader::gaussian(float x, float sigma) const
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{
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return (1.0 / std::sqrt(2.0 * M_PI) * sigma)
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* std::exp(-((x * x) / (2.0 * sigma * sigma)));
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}
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QList<KernelValue> BlurShader::gaussianKernel() const
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{
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int size = qMin(mRadius | 1, maxKernelSize());
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if (!(size & 0x1))
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size -= 1;
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QList<KernelValue> kernel;
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const int center = size / 2;
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const qreal sigma = (size - 1) / 2.5;
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kernel << KernelValue(0.0, gaussian(0.0, sigma));
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float total = kernel[0].g;
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for (int x = 1; x <= center; x++) {
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const float fx = (x - 1) * 2 + 1.5;
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const float g1 = gaussian(fx - 0.5, sigma);
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const float g2 = gaussian(fx + 0.5, sigma);
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// Offset taking the contribution of both pixels into account
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const float offset = .5 - g1 / (g1 + g2);
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kernel << KernelValue(fx + offset, g1 + g2);
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kernel << KernelValue(-(fx + offset), g1 + g2);
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total += (g1 + g2) * 2;
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}
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qSort(kernel);
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// Normalize the kernel
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for (int i = 0; i < kernel.count(); i++)
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kernel[i].g /= total;
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return kernel;
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}
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// ----------------------------------------------------------------------------
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GLSLBlurShader::GLSLBlurShader()
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: BlurShader(), shader(NULL)
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{
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}
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GLSLBlurShader::~GLSLBlurShader()
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{
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reset();
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}
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void GLSLBlurShader::reset()
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{
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delete shader;
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shader = NULL;
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setIsValid(false);
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}
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void GLSLBlurShader::setPixelDistance(float val)
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{
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if (!isValid())
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return;
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QVector2D pixelSize(0.0, 0.0);
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if (direction() == Qt::Horizontal)
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pixelSize.setX(val);
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else
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pixelSize.setY(val);
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shader->setUniform(pixelSizeLocation, pixelSize);
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}
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void GLSLBlurShader::setTextureMatrix(const QMatrix4x4 &matrix)
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{
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if (!isValid())
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return;
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shader->setUniform(textureMatrixLocation, matrix);
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}
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void GLSLBlurShader::setModelViewProjectionMatrix(const QMatrix4x4 &matrix)
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{
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if (!isValid())
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return;
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shader->setUniform(mvpMatrixLocation, matrix);
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}
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void GLSLBlurShader::bind()
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{
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if (!isValid())
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return;
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ShaderManager::instance()->pushShader(shader);
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}
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void GLSLBlurShader::unbind()
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{
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ShaderManager::instance()->popShader();
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}
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int GLSLBlurShader::maxKernelSize() const
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{
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#ifdef KWIN_HAVE_OPENGLES
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// GL_MAX_VARYING_FLOATS not available in GLES
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// querying for GL_MAX_VARYING_VECTORS crashes on nouveau
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// using the minimum value of 8
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return 8 * 2;
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#else
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int value;
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glGetIntegerv(GL_MAX_VARYING_FLOATS, &value);
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// Maximum number of vec4 varyings * 2
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// The code generator will pack two vec2's into each vec4.
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return value / 2;
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#endif
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}
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void GLSLBlurShader::init()
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{
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QList<KernelValue> kernel = gaussianKernel();
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const int size = kernel.size();
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const int center = size / 2;
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QList<QVector4D> offsets;
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for (int i = 0; i < kernel.size(); i += 2) {
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QVector4D vec4(0, 0, 0, 0);
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vec4.setX(kernel[i].x);
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vec4.setY(kernel[i].x);
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if (i < kernel.size() - 1) {
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vec4.setZ(kernel[i + 1].x);
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vec4.setW(kernel[i + 1].x);
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}
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offsets << vec4;
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}
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#ifdef KWIN_HAVE_OPENGLES
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const bool glsl_140 = false;
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#else
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const bool glsl_140 = GLPlatform::instance()->glslVersion() >= kVersionNumber(1, 40);
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#endif
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QByteArray vertexSource;
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QByteArray fragmentSource;
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const QByteArray attribute = glsl_140 ? "in" : "attribute";
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const QByteArray varying_in = glsl_140 ? "noperspective in" : "varying";
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const QByteArray varying_out = glsl_140 ? "noperspective out" : "varying";
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const QByteArray texture2D = glsl_140 ? "texture" : "texture2D";
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const QByteArray fragColor = glsl_140 ? "fragColor" : "gl_FragColor";
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// Vertex shader
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// ===================================================================
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QTextStream stream(&vertexSource);
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if (glsl_140)
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stream << "#version 140\n\n";
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stream << "uniform mat4 modelViewProjectionMatrix;\n";
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stream << "uniform mat4 textureMatrix;\n";
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stream << "uniform vec2 pixelSize;\n\n";
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stream << attribute << " vec4 vertex;\n\n";
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stream << varying_out << " vec4 samplePos[" << std::ceil(size / 2.0) << "];\n";
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stream << "\n";
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stream << "void main(void)\n";
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stream << "{\n";
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stream << " vec4 center = vec4(textureMatrix * vertex).stst;\n";
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stream << " vec4 ps = pixelSize.stst;\n\n";
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for (int i = 0; i < offsets.size(); i++) {
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stream << " samplePos[" << i << "] = center + ps * vec4("
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<< offsets[i].x() << ", " << offsets[i].y() << ", "
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<< offsets[i].z() << ", " << offsets[i].w() << ");\n";
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}
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stream << "\n";
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stream << " gl_Position = modelViewProjectionMatrix * vertex;\n";
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stream << "}\n";
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stream.flush();
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// Fragment shader
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// ===================================================================
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QTextStream stream2(&fragmentSource);
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if (glsl_140)
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stream2 << "#version 140\n\n";
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stream2 << "uniform sampler2D texUnit;\n";
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stream2 << varying_in << " vec4 samplePos[" << std::ceil(size / 2.0) << "];\n\n";
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for (int i = 0; i <= center; i++)
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stream2 << "const float kernel" << i << " = " << kernel[i].g << ";\n";
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stream2 << "\n";
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if (glsl_140)
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stream2 << "out vec4 fragColor;\n\n";
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stream2 << "void main(void)\n";
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stream2 << "{\n";
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stream2 << " vec4 sum = " << texture2D << "(texUnit, samplePos[0].st) * kernel0;\n";
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for (int i = 1, j = -center + 1; i < size; i++, j++)
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stream2 << " sum = sum + " << texture2D << "(texUnit, samplePos[" << i / 2
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<< ((i % 2) ? "].pq)" : "].st)") << " * kernel" << center - qAbs(j) << ";\n";
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stream2 << " " << fragColor << " = sum;\n";
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stream2 << "}\n";
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stream2.flush();
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shader = ShaderManager::instance()->loadShaderFromCode(vertexSource, fragmentSource);
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if (shader->isValid()) {
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pixelSizeLocation = shader->uniformLocation("pixelSize");
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textureMatrixLocation = shader->uniformLocation("textureMatrix");
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mvpMatrixLocation = shader->uniformLocation("modelViewProjectionMatrix");
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QMatrix4x4 modelViewProjection;
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const QSize screenSize = effects->virtualScreenSize();
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modelViewProjection.ortho(0, screenSize.width(), screenSize.height(), 0, 0, 65535);
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ShaderManager::instance()->pushShader(shader);
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shader->setUniform(textureMatrixLocation, QMatrix4x4());
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shader->setUniform(mvpMatrixLocation, modelViewProjection);
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ShaderManager::instance()->popShader();
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}
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setIsValid(shader->isValid());
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}
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